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authorRémi Verschelde <rverschelde@gmail.com>2022-11-02 18:51:59 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-11-02 18:51:59 +0100
commitd2e1b4b9f0cbd67e38773ad610912ff382cf4d4f (patch)
tree5e399c44229a972d289048b19627662a28c40095 /modules/mono/glue
parent62ed75df9cbac7dd1d73631b5d542000a26325b5 (diff)
parent83634119d42595498e42685556a577c12145e20b (diff)
Merge pull request #68118 from aaronfranke/quat-from-euler
Replace Quaternion Euler constructor with `from_euler` method
Diffstat (limited to 'modules/mono/glue')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs60
1 files changed, 31 insertions, 29 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index a80963a37e..5dd629aeb0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -507,35 +507,6 @@ namespace Godot
}
/// <summary>
- /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by
- /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last),
- /// given in the vector format as (X angle, Y angle, Z angle).
- /// </summary>
- /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param>
- public Quaternion(Vector3 eulerYXZ)
- {
- real_t halfA1 = eulerYXZ.y * 0.5f;
- real_t halfA2 = eulerYXZ.x * 0.5f;
- real_t halfA3 = eulerYXZ.z * 0.5f;
-
- // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
- // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
- // a3 is the angle of the first rotation, following the notation in this reference.
-
- real_t cosA1 = Mathf.Cos(halfA1);
- real_t sinA1 = Mathf.Sin(halfA1);
- real_t cosA2 = Mathf.Cos(halfA2);
- real_t sinA2 = Mathf.Sin(halfA2);
- real_t cosA3 = Mathf.Cos(halfA3);
- real_t sinA3 = Mathf.Sin(halfA3);
-
- x = (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3);
- y = (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3);
- z = (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3);
- w = (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3);
- }
-
- /// <summary>
/// Constructs a <see cref="Quaternion"/> that will rotate around the given axis
/// by the specified angle. The axis must be a normalized vector.
/// </summary>
@@ -597,6 +568,37 @@ namespace Godot
}
/// <summary>
+ /// Constructs a <see cref="Quaternion"/> that will perform a rotation specified by
+ /// Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last),
+ /// given in the vector format as (X angle, Y angle, Z angle).
+ /// </summary>
+ /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param>
+ public static Quaternion FromEuler(Vector3 eulerYXZ)
+ {
+ real_t halfA1 = eulerYXZ.y * 0.5f;
+ real_t halfA2 = eulerYXZ.x * 0.5f;
+ real_t halfA3 = eulerYXZ.z * 0.5f;
+
+ // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
+ // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
+ // a3 is the angle of the first rotation, following the notation in this reference.
+
+ real_t cosA1 = Mathf.Cos(halfA1);
+ real_t sinA1 = Mathf.Sin(halfA1);
+ real_t cosA2 = Mathf.Cos(halfA2);
+ real_t sinA2 = Mathf.Sin(halfA2);
+ real_t cosA3 = Mathf.Cos(halfA3);
+ real_t sinA3 = Mathf.Sin(halfA3);
+
+ return new Quaternion(
+ (sinA1 * cosA2 * sinA3) + (cosA1 * sinA2 * cosA3),
+ (sinA1 * cosA2 * cosA3) - (cosA1 * sinA2 * sinA3),
+ (cosA1 * cosA2 * sinA3) - (sinA1 * sinA2 * cosA3),
+ (sinA1 * sinA2 * sinA3) + (cosA1 * cosA2 * cosA3)
+ );
+ }
+
+ /// <summary>
/// Composes these two quaternions by multiplying them together.
/// This has the effect of rotating the second quaternion
/// (the child) by the first quaternion (the parent).